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Everything posted by WinterFlower
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Hey Dovahkiins :smile: I've been working on this cute little spell mod for a while and I think I'm ready to release it to the Nexus, but I'd like some feedback first in case I need to change anything. • The Mod • The mod makes Festus Krex a spell merchant and adds 9 unique spells that only he can sell. It was heavily inspired by M'raaj-dar in Oblivion and actually I've sort-of copied most of his spells, with some changes and adaptations. But there are a couple completely new ones as well. Alteration The Unwelcome Guest (Apprentice) - Magically unlock Apprentice locks and lower. The spell fires a missile and if it succeeds, the door/container flash for a moment before unlocking, just like in Oblivion. Tonillia in the Ragged Flagon also sells scrolls that work for Expert locks, but there is no spellbook for that because I thought it'd be overpowered. Detect Pulse (Adept) - Detect life for 30 seconds. It's similar to the werewolf howl. Doesn't distinguish between friends and foes like the concentration version. Black Winter (Adept) - Paralyze a target for 2 seconds and deal 20 frost damage per second. Uses a slightly different animation from normal paralysis. Illusion Void Gazer (Apprentice) - Night-eye for 150 seconds. Cast again to toggle off. I haven't removed the radial blur and the desaturation like some other mods do, because this is meant to use with darkness-enhancing mods and if I just made everything brighter it would totally defeat the purpose of using them in the first place and make light spells obsolete. There has to be some sort of drawback IMO. Deathly Visage (Adept) - Caster is invisible and silent for 10 seconds. Will of Sithis (Expert) - Command humanoid up to level 18 for 25 seconds. Benefits from calm perks. It works like the second word of Bend Will, but doesn't affect certain NPCs like Ulfric and General Tullius. Uses a unique red shader effect to distinguish it from Frenzy/Fear spells. Restoration Night Mother's Caress (Apprentice) - Heal 10 health per second for 5 seconds. Instant cast, slightly cheaper than Fast Healing. Doesn't stack with itself. Phantom Shroud (Adept) - 30% spell absorption for 60 seconds. Dual-casting affects duration but not magnitude. Destruction Void Surge (Expert) - Deal 120 non-elemental magical damage to a single target at the cost of 15% of caster's current HP. Doesn't scale with destruction perks, but the damage is comparable to fully upgraded Thunderbolt. Costs slightly less magicka. Unique red lightning animation. Those are the spells I have right now. I thought about adding a Conjuration spell to summon a ghost from the Void, but decided it'd be too similar to the quest reward. I had another Conjuration spell to chain a target to the ground but it was really buggy so I gave up on it. More Destruction spells would be nice, too, but I really have no idea how to make them unique since the game already offers so many. I also discarded a few other Alteration spells because of core game limitations (burden) or because I didn't think it fit the theme or Festus's character much (dispel, time stop). Please if you have any comments or suggestions let me know! I will wait for a while before releasing it to the Nexus.
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[LE] Help with addon nodes in nifskope
WinterFlower replied to WinterFlower's topic in Skyrim's Creation Kit and Modders
It's quite a long procedure so I think I'll just make a new thread for it if that's okay. -
[LE] Help with addon nodes in nifskope
WinterFlower replied to WinterFlower's topic in Skyrim's Creation Kit and Modders
Never mind, I figured it out. Jesus, that was so much more difficult than I thought. In case anyone else feels like changing the colours of spell effects, let me know and I'll be happy to walk you through the whole procedure. -
I'm trying to customise ImpactShock03.nif (thunderbolt impact effect) but most of the textures and particle effects are in another node that's called AddonNode72 in the nif block list and I have no idea what that one might be. I'm super new to nifskope and meshes in general so any help would be greatly appreciated, thank you!
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Can somebody please point me to that nice little mod that made dragons prefer to attack you and your comrades over random skeevers a mountain away? I'm pretty sure I saw it somewhere on nexus like a week ago but now I can't find it for the life of me.
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I kind of miss the Oblivion-esque aged appearance of vampires. There's so many mods that make vampires pretty and sexy but nothing that gives them a more rugged or monstrous appearance. The dawnguard face is OK but veeery conspicuous - like, how could people esp. the Dawnguard not take notice when they look literally like bats. An elderly face is much more subtle, and it would be awesome in conjunction with the "mortal form" powers a lot of mods have. If I knew how to code it I'd do it in a heartbeat, it can't be that difficult right? I mean those textures are already in the race menu. What do you guys think?
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That positioner is awesome. Thanks!
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I'm not sure if it's allowed to ask for multiple mods in the same post, but I'll do that. Sorry mods! 1) I'm looking for something that makes arranging items on floors/tables/shelves/plates easier. As it is, they always rotate randomly and it's very hard to put them onto a specific shelf without pushing off everything that's already there. 2) Does anyone know which mod contains these earrings? The creator of this character hasn't responded for months.
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Hi, I'm playing on a low-end system but the game is playable for the most part (thanks to every single performance mod on Nexus!). However waterfalls indoors (and only indoors for some reason) still remain a major issue, reducing FPS to ~3. Ugh. And Bethesda put them literally everywhere. Is there a way to render them flat or get rid of them altogether? I don't care how bad it looks, I just want the game to be playable. Thanks!
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[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
Oh, by the way I will regularly update the OP with progress and new questions, so if anyone can answer I'll be very thankful! -
The best thing you can do is visiting the browse page and looking up mods by words in the title or the description like "needs" or "hunger" etc. You won't find a definitive answer here since every person has his/her own individual preferences. I for example like Realistic Needs and Diseases because it's simple but does its job while other people prefer Imp's More Complex Needs which is ridiculously over the top with protein, nutrients, hyper-hydration and a plethora of carefully designed animations, which are very immersive but... eh, overdrinking water, seriously Imp, who the hell does that! (also, playing Imp's mod I realised that 50% of my gameplay ended up managing hunger and thirst, which wasn't what I had in mind for "needs") You can honestly get much more detailed information if you just search for the mods you need, you can sort by upload date or endorsements, read the description, comments, look at the screenshots. And if you like a mod, don't forget to endorse it to thank the author!
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[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
For a first time wolf it takes 40 hours to go from full stomach to completely empty, so that means 12.4 hours without feeding will bring you to the third stage. Which is something that will probably happen a lot (fast travelling, questing in undead dungeons, etc), but not annoyingly too often. Eating a person in werewolf form consumes the whole body and sets the hunger back by 20 hours. Human wolves only eat the heart and set the hunger back by 10 hours, although you can learn with experience to butcher the corpse for the heart (if you haven't eaten it) and some human flesh that has the same effect as raw meat but can be consumed in all stages. That still means you have to eat at least a person per day as part of your diet until you advance enough to control your hunger better (you earn 1 hour every 24h without feeding or transforming, 30 minutes every day without transforming, and 12/6 minutes every time you feed in wolf/human form, capped to 1 hour gained per day and a total of 240 hours, which sets the first stage to 1 day, second 2 days, third 4 days, but requires A LOT of gameplay hours and probably a year of game-time). All those values can be changed as well as the rate of hunger. I've designed the mod to make the third stage the most beneficial one in terms of combat/social power to weakness, hence its large margin of 40%. The lower stages are heavily focused on melee combat exclusively in the wild, so there are circumstances where you'd want them but not too many. I emphasise immersion over preserving power-to-weakness ratio, so they are designed to be more of a punishment than a bonus to make the werewolf player feed often - I mean, that's the point of playing a vampire/werewolf in the first place, being constantly reminded of your character's predatory nature and constant hunger. You will eventually see every human NPC as nothing more than a potential piece of meat (Arnbjorn's response), which is the real curse and loss of humanity. That, in my experience, is true immersion. (: -
[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
And that's all right. You're a modder yourself and you've made a werewolf mod that suits you. I already said I'll consider your suggestion but please don't get hostile if I disagree with you. I have been planning this mod on and off for two years and I've played modded vampires in Skyrim for long enough to have a general idea of what's challenging to upkeep and what isn't. Thanks for your opinion though. (: -
[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
Sorry! Didn't see your mssage at first. Let me explain: 1) You can't stay satiated forever. This is a core mechanic as hunger deteriorates over time and there is nothing you can do in your satiated form to stop it. It will eventually drop below 90%, and raw meat can keep it at 89% but not further. 2) You cannot access your wolf form while satiated. 3) Being hungry has more benefits than unarmed damage, which CAN actually become better than weapons (just like werewolf attacks are better). The bonus to intimidate is huge enough to make up for the speech loss, besides I already explained in the previous post about the dialogue options. There's more to it - speed, power attacks, being resistant to damage... Something to keep in mind, werewolves are not vampires. They are mortal and when they starve, they get weakened just like any human or beast. It makes little sense to give them mega powers when they haven't eaten in ages. That said, your mod has great ideas, namely restricting the transformation to night-time. That makes a lot of sense lore-wise and gameplay-wise, and I'll certainly consider including something like that. And you can be of great help if you can answer my questions! (scattered thoughout the thread atm but when I have more time I'll add them to the OP post) I wasn't planning on adjusting them with %, but rather on including %-based bonuses and penalties rather than raw numbers (like 300% weakness to silver instead of -50 stamina for example). -
[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
Thank you for your feedback! Those are wonderful suggestions and I will certainly consider them! I'd like to give you my justifications as to why I chose those particular percentages and bonuses/penalties. I'm not dismissing your ideas!! It's all very fluid at this point because I've only coded a small part of it. Of course how long you've been a wolf matters. It affects pretty much everything, as each day increases max satiation value slightly, and days spent without transforming increase it more, and without feeding on humans (while not satiated or ravenous) even more. Feeding also increases it, but much less. You don't control yourself by feeding on everything that moves! Feeding however improves werewolf bonuses over time (new perks), so players will have to decide whether to keep their inner beast tame for a more social gameplay, or simply submit to it. I chose 90% for satiated because it's as much a vanilla state as it is a penalty state for having fed too soon. Satiated werewolves can't shapeshift because their lupine side is too weak at this point. But the unarmed buff is a fair point, even though I was planning to give an unarmed buff regardless of hunger. The sneak buff is a good idea! But I (and many other users) play with SkyRe, which makes Speech a much more important skill. So I'm not going to give penalties to it too soon. And just to be clear, raw meat can bring you to 89% hungry, but NOT satiated. I'm also considering moving the stamina bonus to this stage. I mean a famished person should be significantly weakened in terms of endurance (personal experience). The reason for my large margin (40% total) on the Starving stage is because many werewolf players might choose to stay starved simply for the things like dialogue perks and other bonuses. I know "dialogue options" is pretty vague, largely because I'd like to not spoil things, but those are lines you can use on NPCs with varying success to provoke them, strike fear, intimidate them into giving you a discount, or even attempt to rip them apart right where they stand. Which is a fun blend between social and feral werewolf gameplay! - Related question: can I play the finishing move animations without the kill-camera? That's how I plan on animating the "ripping the heart out of their chest" thing. It could even depend on the weapon equipped! - Even better: can I use werewolf animations on a humanoid character? Like the one where the beast claws viciously at the victim's chest. I'm no expert but I highly suspect other animations would have severe clipping issues. As for frenzied, it's a state where it's literally possible to black out and start attacking at random, AND something is so obviously wrong with you that people would suspect your true nature or just think you're plain mad, thus refuse to speak with you (much like they refuse to speak to obvious vampires in Oblivion). That's why I've picked very low values for it (obviously they can be easily tweaked). Still, you do NOT want to become frenzied unless you plan exclusively on playing as a feral werewolf. - Is that actually codeable? Banning NPC interactions? I haven't got there yet And noooo, no random chance! Random chance may go to Frenzied state, but a ravenous wolf has lost ALL their willpower, human nature, or any sort of sense. There is no more self-control. At all. Though I might increase the margin to 10% instead of 0%, as to keep the restriction a bit more severe instead of having it go away with a single corpse. And weakening over time sort of makes sense, although enhancing things like weaknesses takes an awful lot of different clones of the same custom abilities, which is huge pain in the creation kit. So I think I'm going to leave them static, but make the player pass out as time goes on, increasingly frequently until the chance is like 30% every 10 seconds. That's MORE than enough incentive to finally kill something already. But I dig the visual and sound effects! I really like MsLeeches' vampire mod which makes excellent use of them, so I'm certainly going to do a similar thing. And of course numbers can be changed at any time. Even by the players themselves. I prefer to scale unarmed damage values to player level (so a level 10 werewolf won't hit as hard as a level 50 one) and generally all bonuses and penalties to % rather than strict numbers. -
[WIP] Hungering Werewolves - An Overhaul
WinterFlower replied to WinterFlower's topic in Skyrim's Skyrim LE
I was just reading on integrating SkyUI's menu with mods, so I will make it as much customisable as I can. The bottom line is, it is meant to be punishing and to favour raw power over magic (in the same way as vampirism favours stealth and magic over strength). Also, if you hunt wild animals and consume their meat, you may avoid becoming hungry at all unless it's full moon, and simply benefit from the stat bonuses. That's not much fun however... Thanks for that! And I thought about the alternative, losing player control in a short cutscene where the character attacks the nearest thing. If that's too hard to code, I may just make the character blackout and wake up some distance away, battered and with bounty on her head. -
INTRODUCTION I've been largely disappointed that lycanthropy in Skyrim is nothing more than a greater power used once or twice and then forgotten. There is no incentive to use the power in later levels, and there is nothing to remind you of your bestial nature other than insomnia and the occasional comment from NPCs. Yes, there are other mods that overhaul lycanthropy for a much more immersive experience. While they are great, they are exclusively focused on beast form, granting no penalties or bonuses to untransformed werewolves, and quite honestly feel overpowered. This mod attempts to revamp werewolf experience in a different direction - challenging, immersive, rewarding yet unforgiving. If you imagine werewolves as cursed people, constantly hungering for flesh and trying to control the inner beast inside them, you would probably enjoy it, too. :smile: FEATURE OVERVIEW Hunger - five stages with various bonuses and penalties that affect the entire gameplay experience, inside and out of beast form. Hunger increases over time and decreases by feasting on people.Enhanced Strength - even in human form you possess supernatural strength, speed, reflexes, sight and scent.Taming the Beast - over time, you learn to control your bestial impulses, gaining new perks and abilities, making lycanthropy viable even in the later stages of the game while preserving the challenging experience.Weaknesses - your blessing comes at a price. Stay away from silver and wolfsbane.Hunt - you are a hunter as much as you're hunted. As soon as an area becomes alert of werewolf attacks, the Silver hand will start roaming and tracking you down. GAMEPLAY At its core, Hungering Werewolves is meant to make lycanthropy more rewarding, challenging and punishing, in and out of beast form. All gameplay features are designed keeping this idea in mind. Meaning if you're looking to be an overpowered Hulk, this isn't the mod for you! Hunger You are a predator. A carnivorous beast, feasting on humans and devouring their hearts. Your hunger defines you. It's a constant reminder of the beast within, a beast you can't possibly control, and the longer you try to ignore it, the more it starts overtaking your humanity! In Skyrim, your hunger is divided in five stages: 1. Satiated (90%+). You've just nom-nommed a juicy victim and the wolf-you is calm. With no churning guts to distract you, you can focus better on more mentally intensive tasks like casting spells or planning your moves in combat. That also means at this point you can't transform. 2. Hungry (70-89%). It's been a while since you've last eaten and the familiar hunger has now returned. It's still tame enough to be quieted with a large chunk of raw meat, however you may find your spell casting abilities not as effective as normal. It's much easier to instead bash somebody barefist. - Magicka regeneration drops - Unarmed damage increases - You can eat raw meat to keep your hunger low (you cannot become satiated just from meat, as that would prevent you from using your power) - Your bestial instincts awake, providing a boost to sneak, weapon skills and detection 3. Starving (30-69%). Beef and pork can no longer feed you. You need fresh, human meat, and you need it now - so badly you can almost see the scent. Your sanity slow slips away and you find it difficult to even converse normally, let alone use magic. You become brutally efficient in combat and your fingers grow razor sharp claws, able to tear through flesh and armour with ease. - You gain new dialogue options to scare, subdue, befriend, provoke, bully a discount out of, or attempt to kill an NPC, and are much better at intimidating in general, but your speech drops by 30 - Health no longer regenerates, magic skills drop by 30 - Your predatory instincts peak in full power, resulting in greatly increased sneak and all weapon skills as well as enhanced sense of smell and astonishing reflexes - Unarmed damage increases further and ignores 50% armour 4. Frenzied (1-29%). You literally feel like grabbing somebody, anybody, and ripping their heart out to eat it. Enormous willpower is needed to resist your urges, causing all your skills to suffer. Occasionally your lupine nature will take over your sanity and you will start attacking the nearest thing that moves. The powerful hunger has weakened your constitution and has made you reckless and desperate for a droplet of blood. - All skills drop to 0 - You cannot use spells - You cannot interact with NPCs - Unarmed damage is very strong and ignores armour - Your survival instincts significantly boost your stamina regeneration and damage resistance - You may randomly black out and start attacking the nearest NPC - Your vision gets blurred and the scent of flesh drives you crazy 5. Ravenous (0%). Your humanity is no more. You shift into Beast form, faster and stronger than ever, hungering for meat, unable to gain back humanity until you gorge yourself with the flesh of your victims... numerous victims... - Forced transformation, unable to shift back until you feed - Enhanced damage and weaknesses - Unable to howl Victims of Sanies Lupinus will wake up as ravenous werewolves, but following the Companions questline will make your transformation a lot smoother. As a young werewolf, your hunger will progress a lot faster and raw meat will be a lot less effective, but over time you will learn how to control it better. Hunger rates depend on your adrenaline levels (that is, being injured or in combat) and whether you're transformed or not. In addition, most werewolf powers will consume hunger upon use or drain it continuously if toggled on. To decrease hunger level without transforming and feeding, your human form can feast on fresh corpses and even live people, provided their health is sufficiently low. Obviously, if witnessed, not only will you face a bounty, but rumours of your shady nature will certainly reach the Silver hand. Transformation When you transform, your sheer size will rip your currently equipped clothes (but not jewellery) and destroy them, and you will also drop any equipped weapons on the ground. Your hunger level will increase immediately upon transformation and progress much faster, but unless you're ravenous you may transform back and forth at will, multiple times per day. Holw of Terror and Howl of the Pack each will increase hunger to balance their power. Scent of Blood may be used for free. A weaker version of it will always be active when you're hungry, both in human and wolf form, but the wolf version is more powerful. Full moon will always force a transformation that perpetuates throughout the night, every night until the full moon sets. Those infected by Sanies Lupinus will gain Beast blood with their first transformation on full moon. Powers Even in human form, your beast blood enhances your strength to unmatched levels. You can carry impressive loads and swing huge weapons with ease. You can also sprint almost as fast as a horse and recover your stamina much quicker. Your reflexes are honed to near perfection, allowing you to anticipate and block or dodge enemy attacks. Your predatory nature endows you with remarkable sight and olfaction, allowing you to see much better in the dark and to sense creatures by their scent. Beast form of course makes all those abilities stronger. Using your special abilities, especially combat ones, cause your hunger to increase a lot faster. As a young werewolf your abilities will be weaker and gradually increase and develop as you unlock more and more perks. Eventually you will be able to knock people over like ragdolls, track creatures and beasts with high precision and even rip people apart with your bare hands. All of this power however comes at a price. List of currently used powers (human form): Beast form - transform from an innocent-looking person into a big bad wolf. This form can only be used if you're at least a little hungry, and only at night unless you possess the ring of Hircine. However, spending a lot of time starved will eventually allow you to fully master this power and use it at will. You can also learn to change back at will if you spend a lot of time without transforming. Otherwise you're doomed to remain in beast form until it wears off... so be careful how much you eat as to not become a feral werewolf.Blood rage - for a short time significantly increases your damage and stamina regeneration, but your veins rupture from the tension and you lose some blood. You may feel sluggish and weakened after it expires and suffer slightly lower damage and stamina regeneration for a while. You can only use this power if you are above 50% of your health unless you're frenzied. It *can* kill you, too. Also increases hunger a lot. 3 hours cooldown.Survival instinct - as a last-ditch effort, briefly but substantially increases your damage resistance and stamina regeneration. Afterwards you feel completely spent and pass out, losing all your stamina along with a big chunk of hunger. Usable in frenzied state and in starved state when your health is less than 30%. 6 hours cooldown.Supernatural reflexes - briefly slows down time, magnitude depending on your experience. Usable when hungry or starved and drains stamina and hunger until toggled off.Bestial vigor - available in hungry and starved state. Largely boosts your stamina and health regeneration and lasts until switched off. However the hastened metabolism drains your hunger very fast and makes you vulnerable to poison (esp. wolfsbane).Detect scent - detect living and dead creatures around you. Can be toggled on and off at will and doesn't drain hunger. Range increases with hunger and experience (i.e. days spent as a werewolf). Becoming familiar with undead and machines will also allow you to distinguish their scent, too.Butchery - if you feed on a lot of victims as human, you will eventually learn to frankenstein flesh, hearts and blood from them for later sustenance. Be careful not to get caught in the act though, or the guards will assume you're a psychotic mass murderer and award you the proper bounty. And you can't blame them.Knockout - activates on power attacks if you've eaten or butchered enough people to know their anatomy all too well. Knocks them out cold for a couple seconds.Torpor - available after spending a lot of time with very low hunger without transforming. Slows down your metabolism rates, making you extremely weak but removing all accidental transformations and side effects from hunger and slowing its rate down. Doesn't remove werewolf weaknesses and full moon will still transform you.Autophagia - you consume your own flesh to restore some hunger and reset all power cooldowns. Inflicts major injuries that are slow to recover, but may save you from desperate situations. Only a very strong-willed werewolf is capable of that.The ability to eat people alive as a finishing move or a dialogue option. It's accessible via a hotkey and success rate improves over time and with each successful use. Weaknesses Besides the ravaging hunger and the full moon, a werewolf has other powerful enemies, and the social wolf - even more so. By far the most effective way to hurt the werewolf is silver. A minor stab from a silver weapon is enough to trigger fatal allergic response, hurting with the pain of thousand suns and searing your flesh like acid. This weakness extends to your human form and is promptly taken advantage of by the Silver Hand. Even deadlier however, albeit rare, is the poison of wolfsbane. A blade or an arrow coated in it will instantly reverse a werewolf's transformation and temporarily strip her of all her supernatural powers, quite possibly paralysing or even killing her if she's already weakened. People carrying wolfsbane blossoms cannot be eaten and are immune to Howl of Terror, and carrying wolfsbane as a werewolf will hurt you and disable your powers. - Since wolfsbane doesn't exist in the vanilla game, the plant Deathbell which resembles actual wolfsbane will be renamed and used instead. - DO NOT EAT WOLFSBANE AS A WEREWOLF. A lot less known weakness is moonstone and weapons made from it (glass). While not as damaging as the others, it carries the enraging effect of the moon and will wear you down and drain your hunger very quickly. Having unrefined moonstone in your inventory will have the same effect. All your weaknesses persist throughout the game and are profoundly abused by the Silver Hand and the more aware adventurers who have faced werewolves before. Should you decide to become a werewolf hunter yourself, you can also use them on werewolf NPCs. Werewolf Hunters Have you heard guards sharing their concerns about werewolves howling at night? Seen their frightened little faces? That's right, they are scared, everyone is scared of werewolves... scared enough to attract the attention of vigilante werewolf hunters! They can recognise your hidden nature if you're even a little hungry and they know your weaknesses and will exploit them. By the way, your boo-boo scary howling wolfish tricks most likely won't work on them, so you are on your own. As soon as the Silver Hand folks become aware of your activities, they will start tracking you and appearing in random encounters. Every time you feed on civilian humans or howl, the chance to encounter them in that particular area will increase. It will also increase as you become hungrier and people start recognising something suspicious about you. The chance will decrease if you keep satiated and abstain from hunting people, or if you leave the area for a long time. Encounters will always be leveled and very challenging so you may sometimes find it better to run rather than to try fighting them off. During full moon, Silver Hand members will patrol all areas and be well prepared for you. Mod Progress I actually started developing this way back in 2012 but I quit skyrim because of university. Now I have some more free time and nostalgia drove me back to the game, so my development has resumed. I'm still fairly new to the creation kit and am mostly exploring around, but it doesn't seem to difficult to learn. I may still need help to develop this quicker, so if anyone feels generous enough to cooperate, PLEASE feel free to message me! CURRENT PROGRESS: - Some passive perks and active powers are done. Moon phases done. Disease script more challenging than previously thought, but I'll get there. Testing takes a lot of time because my PC is sloooow. QUESTIONS: - Is there some quick-loading, low-intensity test area I can use? It would really help me test and bugfix a lot quicker. - Does illusion's "Frenzy" effect work on player characters? This is vital. - Can I add randomised dialogue choices? I have five lines that do the same thing, but I want them to appear at random, not the same one every time. - Can I use "finishing moves" as animations without the special kill camera? Can I use, say, the stomach stab move if the character has no dagger equipped? - Can I use werewolf animations on a humanoid character? - How can I track the player's location and assign different variables depending on which Hold the player is located in?
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That's not too bad an idea! Vampires are immune to disease, but werewolf blood should have immediate effect, like in the Companions quest! *Yes senses are toggle-able. I don't know how to detect light level, plus everyone uses different dark/light simulating mods anyway* Rest... meh gulogulo already has a mod for wolf pack, so if you want that, use his. Problem solved! :P
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I tried both and love BSR much more. Better Vampires seems overpowered. Belua Sanguinare has much more elements from vampire lore, and is more professionally developed, with special graphics and whatnot, and I love Sumo Mortalis Forma, shrine damage, etc. etc. and basically I love just about everything. Totally. Love it.
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Oh, no, of course, I just meant advice-wise, not modding-wise. But still, thank you for your support. :P *hugs* Oh, I did check it out, but I'm a "I work for myself" kind of player, and prefer lone survival; I don't even use followers. Also psycho characters are fun. And I myself am a big fan of vampire and werewolf fiction (yes, I know, very mainstream, but unlike twihard fangirls I don't want sparklies). I just prefer lycanthropy to be a curse - like devil's deal kind of thing, not imbaform, not a useless power in your spellbook, and not other stuff.
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LE Mod to give your player a voice
WinterFlower replied to JeremeW5257's topic in Skyrim's Mod Ideas
As much as I endorse the idea, I think it's made so that other characters respond immediately after you click the dialogue option, so a voiceover would either override their response or make them play at the same time, which sucksies. But I would love if your character spoke occasionally some ambient dialogue, like most NPCs do. -
Heeey, thank you dear! Since you're officially a modder, I can use your help form time to time, right? :3
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So yesterday I finally got the courage to grab the CK and maze around it a little until I get the general idea about how things work. Most of this will require extensive scripting, which I can't do yet, but I hope my experience with JavaScript in general will at least help a little. D= But well, anyway. I'm starting to work on what I've always wanted to, namely... HUNGERING WEREWOLVES Disappointed that lycanthropy in Skyrim is simply a greater power you only ever use once or twice and forget about it? That lycanthropes are in no way different from other mortals, save for insomnia? That practically all elements of werewolf lore are missing? Me, too. That's why I'm going to turn them into the monsters they are supposed to be. Strength In practically all fiction, werewolves are incredibly strong, even when not transformed, unless you want Skyrim to be like Harry Potter (I don't). Beast blood grants the afflicted person incredible strength, boosting their carrying capacity and melee damage output as well as causing their power attacks to knock enemies back. Speed All predators are fast and agile, and werewolves make no exception. Occasionally they will have precognitions in combat (both in human and beast form) and will have increased sprint speed in human form. Senses If predators can't track their prey, they are not very good predators. Now werewolves will be able to "smell" living creatures and fresh corpses and see better in the dark, in human as well as beast form. Hunger Werewolves are predators. They are carnivorous. They feast on animals and humans and devour their hearts. Their hunger is so powerful that it takes incredible willpower not to give in to it and let the inner beast consume them. Specifically, hunger is divided into stages, similar to vampirism: - Satiated: You have just feasted on something and your hunger no longer torments you. You are calmer and more focused in combat, therefore able to benefit from your evasion and magic. - Hungry: The hunger slowly and steadily has returned and is now burning your insides. You find it more difficult to focus and you lose your evasion. You can still use magic, but your concentration is limited and it will last shorter. However, your ferocity is evident in combat, and you will hit harder. - Starving: Your hunger is almost unbearable, and your strength starts to diminish, which affects your melee damage and carry weight bonuses. Your ability to cast spells is severely limited, reducing your magicka and magicka regeneration. The smell of fresh meat is now almost visible. Your lupine nature has started to show, and you feel you can tear through armour and flesh with your bare hands, which now seem to have grown sharp claws. - Frenzied: You literally feel like grabbing someone, anyone, and ripping their heart out to eat it. Enormous willpower is needed to resist your urges and you cannot use magic at all. Occasionally the hunger will take over your sanity and you will uncontrollably start attacking the nearest thing that moves. Your wolf-like hands will maul and dismember flesh and bones with ease. - Rabid: Your sanity is gone and the beast has completely taken over. You have shifted into Beast form, faster and stronger than ever, hungering for meat, unable to gain back humanity until you fill yourself with the flesh of your victims... numerous victims... Carnage Werewolves are more or less cannibals. Even in vanilla Skyrim, they are obviously fine with nom-nomming people in Beast form and then digesting them in human form. Now they will be able to feast on fresh corpses and even live people, provided their health is sufficiently low. Obviously, if witnessed, that would be disgusting and horrible enough to put a pricey bounty on their heads... Full moon All wolves have a special connection to the moon, and werewolves are no exception. The moon will grant them extra strength, but will also awaken the beast inside them and transform them into Beast form. As with ToL, the closer to full moon, the higher the chances, culminating to 100% on a full moon night. Fear Have you heard guards sharing their concerns about werewolves howling at night? Seen their frightened little faces? That's right, they are scared, everyone is scared of werewolves... scared enough to attract the attention of vigilante werewolf hunters! They can recognise your hidden nature and they know your weaknesses and will exploit them. By the way, your boo-boo scary howling wolfish tricks won't work on them, so you are on your own. The more victims you take, the sooner the vicinity will start to be roamed by werewolf hunters, and the more you howl, the sooner you will be visited... personally. Weaknesses Like any other "evil aberration", werewolves have their weak spots, which normal people might not know, but the Silver Hand does, and will regularly use them against you. And even warn the uneducated population, about... - Silver: Werewolves are highly vulnerable to silver, which will tear through their skin and burn their blood, draining excessive health and stamina. - Wolfsbane: This little herb is known for its warding nature against werewolves. They cannot eat or fear anyone that carries wolfsbane, and wolfsbane poison will force their transformation into human form and greatly incapacitate them. - Moonstone: Elven weapons and arrows that hit the werewolf will induce the enraging effect of the moon, occasionally driving him/her into uncontrollable frenzy and consuming satiation. Werewolves carrying unrefined moonstone (one that's not forged into weapons or armour) will suffer the same effect. Becoming a werewolf There are two known methods of becoming a werewolf. - Blood: Drinking a werewolf's blood will immediately turn you into a werewolf and transform you. This may be done by completing the Companions' questline, or by killing a werewolf NPC and eating his/her heart. - Disease: Suffering a bite from a werewolf may cause you to contract Sanguinare Lupinus, otherwise known as the "werewolf disease". It will manifest as a slight increase in Stamina, but after three days you will turn into a werewolf the following night. Transformation When you transform, your sheer size will rip your currently equipped clothes and destroy them, and you will also drop any equipped weapons on the ground. Usual werewolf bonuses will not apply; instead, you will become stronger (in human and wolf form) as you eat more people and things. Most of the bonuses will be applied percentage-wise, making werewolves strong throughout the game, but not overpowered in early stages. Transformation will also instantly increase hunger levels. However, you will be able to transform multiple times a day. Ring of Hircine will have altered bonuses, too. When I learn to make new perks, I will overhaul the werewolf perk tree and make most bonuses dependent on it. Point is, werewolf PCs will have incentive to feed and to use beast form, but not all the time. CURRENT PROGRESS: - Some passive perks and active powers are done. Yay, easier than I thought! - Still trying to figure out the correct way to apply them. Help? - Need help to develop satiation system. AFAIK I need a variable that deteriorates over game time (which I do have) and specific things happen. How do I check it, though? How frequently? - Does illusion's "Frenzy" effect work on player characters? This is vital.
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Fluff is not a downside!!! It's awesome to cuddle it! Here's my fluffboss, in hope to tip the scales in kitties' favour! :3 http://i.imgur.com/Wgleg.jpg
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Yes, yes, but in this poll you only have a choice between a cat and a dog. Sorry!